Merge branch 'master' of git+ssh://joukj@git.freedesktop.org/git/mesa/mesa
[mesa.git] / src / mesa / main / attrib.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.1
4 *
5 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25 #include "glheader.h"
26 #include "imports.h"
27 #include "accum.h"
28 #include "arrayobj.h"
29 #include "attrib.h"
30 #include "blend.h"
31 #include "buffers.h"
32 #include "bufferobj.h"
33 #include "colormac.h"
34 #include "colortab.h"
35 #include "context.h"
36 #include "depth.h"
37 #include "enable.h"
38 #include "enums.h"
39 #include "fog.h"
40 #include "hint.h"
41 #include "light.h"
42 #include "lines.h"
43 #include "matrix.h"
44 #include "points.h"
45 #include "polygon.h"
46 #include "simple_list.h"
47 #include "stencil.h"
48 #include "texobj.h"
49 #include "texstate.h"
50 #include "mtypes.h"
51 #include "math/m_xform.h"
52
53
54 /**
55 * Allocate a new attribute state node. These nodes have a
56 * "kind" value and a pointer to a struct of state data.
57 */
58 static struct gl_attrib_node *
59 new_attrib_node( GLbitfield kind )
60 {
61 struct gl_attrib_node *an = MALLOC_STRUCT(gl_attrib_node);
62 if (an) {
63 an->kind = kind;
64 }
65 return an;
66 }
67
68
69 void GLAPIENTRY
70 _mesa_PushAttrib(GLbitfield mask)
71 {
72 struct gl_attrib_node *newnode;
73 struct gl_attrib_node *head;
74
75 GET_CURRENT_CONTEXT(ctx);
76 ASSERT_OUTSIDE_BEGIN_END(ctx);
77
78 if (MESA_VERBOSE & VERBOSE_API)
79 _mesa_debug(ctx, "glPushAttrib %x\n", (int) mask);
80
81 if (ctx->AttribStackDepth >= MAX_ATTRIB_STACK_DEPTH) {
82 _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushAttrib" );
83 return;
84 }
85
86 /* Build linked list of attribute nodes which save all attribute */
87 /* groups specified by the mask. */
88 head = NULL;
89
90 if (mask & GL_ACCUM_BUFFER_BIT) {
91 struct gl_accum_attrib *attr;
92 attr = MALLOC_STRUCT( gl_accum_attrib );
93 MEMCPY( attr, &ctx->Accum, sizeof(struct gl_accum_attrib) );
94 newnode = new_attrib_node( GL_ACCUM_BUFFER_BIT );
95 newnode->data = attr;
96 newnode->next = head;
97 head = newnode;
98 }
99
100 if (mask & GL_COLOR_BUFFER_BIT) {
101 struct gl_colorbuffer_attrib *attr;
102 attr = MALLOC_STRUCT( gl_colorbuffer_attrib );
103 MEMCPY( attr, &ctx->Color, sizeof(struct gl_colorbuffer_attrib) );
104 newnode = new_attrib_node( GL_COLOR_BUFFER_BIT );
105 newnode->data = attr;
106 newnode->next = head;
107 head = newnode;
108 }
109
110 if (mask & GL_CURRENT_BIT) {
111 struct gl_current_attrib *attr;
112 FLUSH_CURRENT( ctx, 0 );
113 attr = MALLOC_STRUCT( gl_current_attrib );
114 MEMCPY( attr, &ctx->Current, sizeof(struct gl_current_attrib) );
115 newnode = new_attrib_node( GL_CURRENT_BIT );
116 newnode->data = attr;
117 newnode->next = head;
118 head = newnode;
119 }
120
121 if (mask & GL_DEPTH_BUFFER_BIT) {
122 struct gl_depthbuffer_attrib *attr;
123 attr = MALLOC_STRUCT( gl_depthbuffer_attrib );
124 MEMCPY( attr, &ctx->Depth, sizeof(struct gl_depthbuffer_attrib) );
125 newnode = new_attrib_node( GL_DEPTH_BUFFER_BIT );
126 newnode->data = attr;
127 newnode->next = head;
128 head = newnode;
129 }
130
131 if (mask & GL_ENABLE_BIT) {
132 struct gl_enable_attrib *attr;
133 GLuint i;
134 attr = MALLOC_STRUCT( gl_enable_attrib );
135 /* Copy enable flags from all other attributes into the enable struct. */
136 attr->AlphaTest = ctx->Color.AlphaEnabled;
137 attr->AutoNormal = ctx->Eval.AutoNormal;
138 attr->Blend = ctx->Color.BlendEnabled;
139 attr->ClipPlanes = ctx->Transform.ClipPlanesEnabled;
140 attr->ColorMaterial = ctx->Light.ColorMaterialEnabled;
141 for (i = 0; i < COLORTABLE_MAX; i++) {
142 attr->ColorTable[i] = ctx->Pixel.ColorTableEnabled[i];
143 }
144 attr->Convolution1D = ctx->Pixel.Convolution1DEnabled;
145 attr->Convolution2D = ctx->Pixel.Convolution2DEnabled;
146 attr->Separable2D = ctx->Pixel.Separable2DEnabled;
147 attr->CullFace = ctx->Polygon.CullFlag;
148 attr->DepthTest = ctx->Depth.Test;
149 attr->Dither = ctx->Color.DitherFlag;
150 attr->Fog = ctx->Fog.Enabled;
151 for (i = 0; i < ctx->Const.MaxLights; i++) {
152 attr->Light[i] = ctx->Light.Light[i].Enabled;
153 }
154 attr->Lighting = ctx->Light.Enabled;
155 attr->LineSmooth = ctx->Line.SmoothFlag;
156 attr->LineStipple = ctx->Line.StippleFlag;
157 attr->Histogram = ctx->Pixel.HistogramEnabled;
158 attr->MinMax = ctx->Pixel.MinMaxEnabled;
159 attr->IndexLogicOp = ctx->Color.IndexLogicOpEnabled;
160 attr->ColorLogicOp = ctx->Color.ColorLogicOpEnabled;
161 attr->Map1Color4 = ctx->Eval.Map1Color4;
162 attr->Map1Index = ctx->Eval.Map1Index;
163 attr->Map1Normal = ctx->Eval.Map1Normal;
164 attr->Map1TextureCoord1 = ctx->Eval.Map1TextureCoord1;
165 attr->Map1TextureCoord2 = ctx->Eval.Map1TextureCoord2;
166 attr->Map1TextureCoord3 = ctx->Eval.Map1TextureCoord3;
167 attr->Map1TextureCoord4 = ctx->Eval.Map1TextureCoord4;
168 attr->Map1Vertex3 = ctx->Eval.Map1Vertex3;
169 attr->Map1Vertex4 = ctx->Eval.Map1Vertex4;
170 MEMCPY(attr->Map1Attrib, ctx->Eval.Map1Attrib, sizeof(ctx->Eval.Map1Attrib));
171 attr->Map2Color4 = ctx->Eval.Map2Color4;
172 attr->Map2Index = ctx->Eval.Map2Index;
173 attr->Map2Normal = ctx->Eval.Map2Normal;
174 attr->Map2TextureCoord1 = ctx->Eval.Map2TextureCoord1;
175 attr->Map2TextureCoord2 = ctx->Eval.Map2TextureCoord2;
176 attr->Map2TextureCoord3 = ctx->Eval.Map2TextureCoord3;
177 attr->Map2TextureCoord4 = ctx->Eval.Map2TextureCoord4;
178 attr->Map2Vertex3 = ctx->Eval.Map2Vertex3;
179 attr->Map2Vertex4 = ctx->Eval.Map2Vertex4;
180 MEMCPY(attr->Map2Attrib, ctx->Eval.Map2Attrib, sizeof(ctx->Eval.Map2Attrib));
181 attr->Normalize = ctx->Transform.Normalize;
182 attr->RasterPositionUnclipped = ctx->Transform.RasterPositionUnclipped;
183 attr->PointSmooth = ctx->Point.SmoothFlag;
184 attr->PointSprite = ctx->Point.PointSprite;
185 attr->PolygonOffsetPoint = ctx->Polygon.OffsetPoint;
186 attr->PolygonOffsetLine = ctx->Polygon.OffsetLine;
187 attr->PolygonOffsetFill = ctx->Polygon.OffsetFill;
188 attr->PolygonSmooth = ctx->Polygon.SmoothFlag;
189 attr->PolygonStipple = ctx->Polygon.StippleFlag;
190 attr->RescaleNormals = ctx->Transform.RescaleNormals;
191 attr->Scissor = ctx->Scissor.Enabled;
192 attr->Stencil = ctx->Stencil.Enabled;
193 attr->StencilTwoSide = ctx->Stencil.TestTwoSide;
194 attr->MultisampleEnabled = ctx->Multisample.Enabled;
195 attr->SampleAlphaToCoverage = ctx->Multisample.SampleAlphaToCoverage;
196 attr->SampleAlphaToOne = ctx->Multisample.SampleAlphaToOne;
197 attr->SampleCoverage = ctx->Multisample.SampleCoverage;
198 attr->SampleCoverageInvert = ctx->Multisample.SampleCoverageInvert;
199 for (i=0; i<MAX_TEXTURE_UNITS; i++) {
200 attr->Texture[i] = ctx->Texture.Unit[i].Enabled;
201 attr->TexGen[i] = ctx->Texture.Unit[i].TexGenEnabled;
202 attr->TextureColorTable[i] = ctx->Texture.Unit[i].ColorTableEnabled;
203 }
204 /* GL_NV_vertex_program */
205 attr->VertexProgram = ctx->VertexProgram.Enabled;
206 attr->VertexProgramPointSize = ctx->VertexProgram.PointSizeEnabled;
207 attr->VertexProgramTwoSide = ctx->VertexProgram.TwoSideEnabled;
208 newnode = new_attrib_node( GL_ENABLE_BIT );
209 newnode->data = attr;
210 newnode->next = head;
211 head = newnode;
212 }
213
214 if (mask & GL_EVAL_BIT) {
215 struct gl_eval_attrib *attr;
216 attr = MALLOC_STRUCT( gl_eval_attrib );
217 MEMCPY( attr, &ctx->Eval, sizeof(struct gl_eval_attrib) );
218 newnode = new_attrib_node( GL_EVAL_BIT );
219 newnode->data = attr;
220 newnode->next = head;
221 head = newnode;
222 }
223
224 if (mask & GL_FOG_BIT) {
225 struct gl_fog_attrib *attr;
226 attr = MALLOC_STRUCT( gl_fog_attrib );
227 MEMCPY( attr, &ctx->Fog, sizeof(struct gl_fog_attrib) );
228 newnode = new_attrib_node( GL_FOG_BIT );
229 newnode->data = attr;
230 newnode->next = head;
231 head = newnode;
232 }
233
234 if (mask & GL_HINT_BIT) {
235 struct gl_hint_attrib *attr;
236 attr = MALLOC_STRUCT( gl_hint_attrib );
237 MEMCPY( attr, &ctx->Hint, sizeof(struct gl_hint_attrib) );
238 newnode = new_attrib_node( GL_HINT_BIT );
239 newnode->data = attr;
240 newnode->next = head;
241 head = newnode;
242 }
243
244 if (mask & GL_LIGHTING_BIT) {
245 struct gl_light_attrib *attr;
246 FLUSH_CURRENT(ctx, 0); /* flush material changes */
247 attr = MALLOC_STRUCT( gl_light_attrib );
248 MEMCPY( attr, &ctx->Light, sizeof(struct gl_light_attrib) );
249 newnode = new_attrib_node( GL_LIGHTING_BIT );
250 newnode->data = attr;
251 newnode->next = head;
252 head = newnode;
253 }
254
255 if (mask & GL_LINE_BIT) {
256 struct gl_line_attrib *attr;
257 attr = MALLOC_STRUCT( gl_line_attrib );
258 MEMCPY( attr, &ctx->Line, sizeof(struct gl_line_attrib) );
259 newnode = new_attrib_node( GL_LINE_BIT );
260 newnode->data = attr;
261 newnode->next = head;
262 head = newnode;
263 }
264
265 if (mask & GL_LIST_BIT) {
266 struct gl_list_attrib *attr;
267 attr = MALLOC_STRUCT( gl_list_attrib );
268 MEMCPY( attr, &ctx->List, sizeof(struct gl_list_attrib) );
269 newnode = new_attrib_node( GL_LIST_BIT );
270 newnode->data = attr;
271 newnode->next = head;
272 head = newnode;
273 }
274
275 if (mask & GL_PIXEL_MODE_BIT) {
276 struct gl_pixel_attrib *attr;
277 attr = MALLOC_STRUCT( gl_pixel_attrib );
278 MEMCPY( attr, &ctx->Pixel, sizeof(struct gl_pixel_attrib) );
279 /* push the Read FBO's ReadBuffer state, not ctx->Pixel.ReadBuffer */
280 attr->ReadBuffer = ctx->ReadBuffer->ColorReadBuffer;
281 newnode = new_attrib_node( GL_PIXEL_MODE_BIT );
282 newnode->data = attr;
283 newnode->next = head;
284 head = newnode;
285 }
286
287 if (mask & GL_POINT_BIT) {
288 struct gl_point_attrib *attr;
289 attr = MALLOC_STRUCT( gl_point_attrib );
290 MEMCPY( attr, &ctx->Point, sizeof(struct gl_point_attrib) );
291 newnode = new_attrib_node( GL_POINT_BIT );
292 newnode->data = attr;
293 newnode->next = head;
294 head = newnode;
295 }
296
297 if (mask & GL_POLYGON_BIT) {
298 struct gl_polygon_attrib *attr;
299 attr = MALLOC_STRUCT( gl_polygon_attrib );
300 MEMCPY( attr, &ctx->Polygon, sizeof(struct gl_polygon_attrib) );
301 newnode = new_attrib_node( GL_POLYGON_BIT );
302 newnode->data = attr;
303 newnode->next = head;
304 head = newnode;
305 }
306
307 if (mask & GL_POLYGON_STIPPLE_BIT) {
308 GLuint *stipple;
309 stipple = (GLuint *) MALLOC( 32*sizeof(GLuint) );
310 MEMCPY( stipple, ctx->PolygonStipple, 32*sizeof(GLuint) );
311 newnode = new_attrib_node( GL_POLYGON_STIPPLE_BIT );
312 newnode->data = stipple;
313 newnode->next = head;
314 head = newnode;
315 }
316
317 if (mask & GL_SCISSOR_BIT) {
318 struct gl_scissor_attrib *attr;
319 attr = MALLOC_STRUCT( gl_scissor_attrib );
320 MEMCPY( attr, &ctx->Scissor, sizeof(struct gl_scissor_attrib) );
321 newnode = new_attrib_node( GL_SCISSOR_BIT );
322 newnode->data = attr;
323 newnode->next = head;
324 head = newnode;
325 }
326
327 if (mask & GL_STENCIL_BUFFER_BIT) {
328 struct gl_stencil_attrib *attr;
329 attr = MALLOC_STRUCT( gl_stencil_attrib );
330 MEMCPY( attr, &ctx->Stencil, sizeof(struct gl_stencil_attrib) );
331 newnode = new_attrib_node( GL_STENCIL_BUFFER_BIT );
332 newnode->data = attr;
333 newnode->next = head;
334 head = newnode;
335 }
336
337 if (mask & GL_TEXTURE_BIT) {
338 struct gl_texture_attrib *attr;
339 GLuint u;
340
341 _mesa_lock_context_textures(ctx);
342 /* Bump the texture object reference counts so that they don't
343 * inadvertantly get deleted.
344 */
345 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
346 ctx->Texture.Unit[u].Current1D->RefCount++;
347 ctx->Texture.Unit[u].Current2D->RefCount++;
348 ctx->Texture.Unit[u].Current3D->RefCount++;
349 ctx->Texture.Unit[u].CurrentCubeMap->RefCount++;
350 ctx->Texture.Unit[u].CurrentRect->RefCount++;
351 ctx->Texture.Unit[u].Current1DArray->RefCount++;
352 ctx->Texture.Unit[u].Current2DArray->RefCount++;
353 }
354 attr = MALLOC_STRUCT( gl_texture_attrib );
355 MEMCPY( attr, &ctx->Texture, sizeof(struct gl_texture_attrib) );
356 /* copy state of the currently bound texture objects */
357 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
358 _mesa_copy_texture_object(&attr->Unit[u].Saved1D,
359 attr->Unit[u].Current1D);
360 _mesa_copy_texture_object(&attr->Unit[u].Saved2D,
361 attr->Unit[u].Current2D);
362 _mesa_copy_texture_object(&attr->Unit[u].Saved3D,
363 attr->Unit[u].Current3D);
364 _mesa_copy_texture_object(&attr->Unit[u].SavedCubeMap,
365 attr->Unit[u].CurrentCubeMap);
366 _mesa_copy_texture_object(&attr->Unit[u].SavedRect,
367 attr->Unit[u].CurrentRect);
368 _mesa_copy_texture_object(&attr->Unit[u].Saved1DArray,
369 attr->Unit[u].Current1DArray);
370 _mesa_copy_texture_object(&attr->Unit[u].Saved2DArray,
371 attr->Unit[u].Current2DArray);
372 }
373
374 _mesa_unlock_context_textures(ctx);
375
376 newnode = new_attrib_node( GL_TEXTURE_BIT );
377 newnode->data = attr;
378 newnode->next = head;
379 head = newnode;
380 }
381
382 if (mask & GL_TRANSFORM_BIT) {
383 struct gl_transform_attrib *attr;
384 attr = MALLOC_STRUCT( gl_transform_attrib );
385 MEMCPY( attr, &ctx->Transform, sizeof(struct gl_transform_attrib) );
386 newnode = new_attrib_node( GL_TRANSFORM_BIT );
387 newnode->data = attr;
388 newnode->next = head;
389 head = newnode;
390 }
391
392 if (mask & GL_VIEWPORT_BIT) {
393 struct gl_viewport_attrib *attr;
394 attr = MALLOC_STRUCT( gl_viewport_attrib );
395 MEMCPY( attr, &ctx->Viewport, sizeof(struct gl_viewport_attrib) );
396 newnode = new_attrib_node( GL_VIEWPORT_BIT );
397 newnode->data = attr;
398 newnode->next = head;
399 head = newnode;
400 }
401
402 /* GL_ARB_multisample */
403 if (mask & GL_MULTISAMPLE_BIT_ARB) {
404 struct gl_multisample_attrib *attr;
405 attr = MALLOC_STRUCT( gl_multisample_attrib );
406 MEMCPY( attr, &ctx->Multisample, sizeof(struct gl_multisample_attrib) );
407 newnode = new_attrib_node( GL_MULTISAMPLE_BIT_ARB );
408 newnode->data = attr;
409 newnode->next = head;
410 head = newnode;
411 }
412
413 ctx->AttribStack[ctx->AttribStackDepth] = head;
414 ctx->AttribStackDepth++;
415 }
416
417
418
419 static void
420 pop_enable_group(GLcontext *ctx, const struct gl_enable_attrib *enable)
421 {
422 GLuint i;
423
424 #define TEST_AND_UPDATE(VALUE, NEWVALUE, ENUM) \
425 if ((VALUE) != (NEWVALUE)) { \
426 _mesa_set_enable( ctx, ENUM, (NEWVALUE) ); \
427 }
428
429 TEST_AND_UPDATE(ctx->Color.AlphaEnabled, enable->AlphaTest, GL_ALPHA_TEST);
430 TEST_AND_UPDATE(ctx->Color.BlendEnabled, enable->Blend, GL_BLEND);
431
432 for (i=0;i<MAX_CLIP_PLANES;i++) {
433 const GLuint mask = 1 << i;
434 if ((ctx->Transform.ClipPlanesEnabled & mask) != (enable->ClipPlanes & mask))
435 _mesa_set_enable(ctx, (GLenum) (GL_CLIP_PLANE0 + i),
436 (GLboolean) ((enable->ClipPlanes & mask) ? GL_TRUE : GL_FALSE));
437 }
438
439 TEST_AND_UPDATE(ctx->Light.ColorMaterialEnabled, enable->ColorMaterial,
440 GL_COLOR_MATERIAL);
441 TEST_AND_UPDATE(ctx->Pixel.ColorTableEnabled[COLORTABLE_PRECONVOLUTION],
442 enable->ColorTable[COLORTABLE_PRECONVOLUTION],
443 GL_COLOR_TABLE);
444 TEST_AND_UPDATE(ctx->Pixel.ColorTableEnabled[COLORTABLE_POSTCONVOLUTION],
445 enable->ColorTable[COLORTABLE_POSTCONVOLUTION],
446 GL_POST_CONVOLUTION_COLOR_TABLE);
447 TEST_AND_UPDATE(ctx->Pixel.ColorTableEnabled[COLORTABLE_POSTCOLORMATRIX],
448 enable->ColorTable[COLORTABLE_POSTCOLORMATRIX],
449 GL_POST_COLOR_MATRIX_COLOR_TABLE);
450 TEST_AND_UPDATE(ctx->Polygon.CullFlag, enable->CullFace, GL_CULL_FACE);
451 TEST_AND_UPDATE(ctx->Depth.Test, enable->DepthTest, GL_DEPTH_TEST);
452 TEST_AND_UPDATE(ctx->Color.DitherFlag, enable->Dither, GL_DITHER);
453 TEST_AND_UPDATE(ctx->Pixel.Convolution1DEnabled, enable->Convolution1D,
454 GL_CONVOLUTION_1D);
455 TEST_AND_UPDATE(ctx->Pixel.Convolution2DEnabled, enable->Convolution2D,
456 GL_CONVOLUTION_2D);
457 TEST_AND_UPDATE(ctx->Pixel.Separable2DEnabled, enable->Separable2D,
458 GL_SEPARABLE_2D);
459 TEST_AND_UPDATE(ctx->Fog.Enabled, enable->Fog, GL_FOG);
460 TEST_AND_UPDATE(ctx->Light.Enabled, enable->Lighting, GL_LIGHTING);
461 TEST_AND_UPDATE(ctx->Line.SmoothFlag, enable->LineSmooth, GL_LINE_SMOOTH);
462 TEST_AND_UPDATE(ctx->Line.StippleFlag, enable->LineStipple,
463 GL_LINE_STIPPLE);
464 TEST_AND_UPDATE(ctx->Color.IndexLogicOpEnabled, enable->IndexLogicOp,
465 GL_INDEX_LOGIC_OP);
466 TEST_AND_UPDATE(ctx->Color.ColorLogicOpEnabled, enable->ColorLogicOp,
467 GL_COLOR_LOGIC_OP);
468
469 TEST_AND_UPDATE(ctx->Eval.Map1Color4, enable->Map1Color4, GL_MAP1_COLOR_4);
470 TEST_AND_UPDATE(ctx->Eval.Map1Index, enable->Map1Index, GL_MAP1_INDEX);
471 TEST_AND_UPDATE(ctx->Eval.Map1Normal, enable->Map1Normal, GL_MAP1_NORMAL);
472 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord1, enable->Map1TextureCoord1,
473 GL_MAP1_TEXTURE_COORD_1);
474 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord2, enable->Map1TextureCoord2,
475 GL_MAP1_TEXTURE_COORD_2);
476 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord3, enable->Map1TextureCoord3,
477 GL_MAP1_TEXTURE_COORD_3);
478 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord4, enable->Map1TextureCoord4,
479 GL_MAP1_TEXTURE_COORD_4);
480 TEST_AND_UPDATE(ctx->Eval.Map1Vertex3, enable->Map1Vertex3,
481 GL_MAP1_VERTEX_3);
482 TEST_AND_UPDATE(ctx->Eval.Map1Vertex4, enable->Map1Vertex4,
483 GL_MAP1_VERTEX_4);
484 for (i = 0; i < 16; i++) {
485 TEST_AND_UPDATE(ctx->Eval.Map1Attrib[i], enable->Map1Attrib[i],
486 GL_MAP1_VERTEX_ATTRIB0_4_NV + i);
487 }
488
489 TEST_AND_UPDATE(ctx->Eval.Map2Color4, enable->Map2Color4, GL_MAP2_COLOR_4);
490 TEST_AND_UPDATE(ctx->Eval.Map2Index, enable->Map2Index, GL_MAP2_INDEX);
491 TEST_AND_UPDATE(ctx->Eval.Map2Normal, enable->Map2Normal, GL_MAP2_NORMAL);
492 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord1, enable->Map2TextureCoord1,
493 GL_MAP2_TEXTURE_COORD_1);
494 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord2, enable->Map2TextureCoord2,
495 GL_MAP2_TEXTURE_COORD_2);
496 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord3, enable->Map2TextureCoord3,
497 GL_MAP2_TEXTURE_COORD_3);
498 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord4, enable->Map2TextureCoord4,
499 GL_MAP2_TEXTURE_COORD_4);
500 TEST_AND_UPDATE(ctx->Eval.Map2Vertex3, enable->Map2Vertex3,
501 GL_MAP2_VERTEX_3);
502 TEST_AND_UPDATE(ctx->Eval.Map2Vertex4, enable->Map2Vertex4,
503 GL_MAP2_VERTEX_4);
504 for (i = 0; i < 16; i++) {
505 TEST_AND_UPDATE(ctx->Eval.Map2Attrib[i], enable->Map2Attrib[i],
506 GL_MAP2_VERTEX_ATTRIB0_4_NV + i);
507 }
508
509 TEST_AND_UPDATE(ctx->Eval.AutoNormal, enable->AutoNormal, GL_AUTO_NORMAL);
510 TEST_AND_UPDATE(ctx->Transform.Normalize, enable->Normalize, GL_NORMALIZE);
511 TEST_AND_UPDATE(ctx->Transform.RescaleNormals, enable->RescaleNormals,
512 GL_RESCALE_NORMAL_EXT);
513 TEST_AND_UPDATE(ctx->Transform.RasterPositionUnclipped,
514 enable->RasterPositionUnclipped,
515 GL_RASTER_POSITION_UNCLIPPED_IBM);
516 TEST_AND_UPDATE(ctx->Point.SmoothFlag, enable->PointSmooth,
517 GL_POINT_SMOOTH);
518 if (ctx->Extensions.NV_point_sprite || ctx->Extensions.ARB_point_sprite) {
519 TEST_AND_UPDATE(ctx->Point.PointSprite, enable->PointSprite,
520 GL_POINT_SPRITE_NV);
521 }
522 TEST_AND_UPDATE(ctx->Polygon.OffsetPoint, enable->PolygonOffsetPoint,
523 GL_POLYGON_OFFSET_POINT);
524 TEST_AND_UPDATE(ctx->Polygon.OffsetLine, enable->PolygonOffsetLine,
525 GL_POLYGON_OFFSET_LINE);
526 TEST_AND_UPDATE(ctx->Polygon.OffsetFill, enable->PolygonOffsetFill,
527 GL_POLYGON_OFFSET_FILL);
528 TEST_AND_UPDATE(ctx->Polygon.SmoothFlag, enable->PolygonSmooth,
529 GL_POLYGON_SMOOTH);
530 TEST_AND_UPDATE(ctx->Polygon.StippleFlag, enable->PolygonStipple,
531 GL_POLYGON_STIPPLE);
532 TEST_AND_UPDATE(ctx->Scissor.Enabled, enable->Scissor, GL_SCISSOR_TEST);
533 TEST_AND_UPDATE(ctx->Stencil.Enabled, enable->Stencil, GL_STENCIL_TEST);
534 if (ctx->Extensions.EXT_stencil_two_side) {
535 TEST_AND_UPDATE(ctx->Stencil.TestTwoSide, enable->StencilTwoSide, GL_STENCIL_TEST_TWO_SIDE_EXT);
536 }
537 TEST_AND_UPDATE(ctx->Multisample.Enabled, enable->MultisampleEnabled,
538 GL_MULTISAMPLE_ARB);
539 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage,
540 enable->SampleAlphaToCoverage,
541 GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
542 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne,
543 enable->SampleAlphaToOne,
544 GL_SAMPLE_ALPHA_TO_ONE_ARB);
545 TEST_AND_UPDATE(ctx->Multisample.SampleCoverage,
546 enable->SampleCoverage,
547 GL_SAMPLE_COVERAGE_ARB);
548 TEST_AND_UPDATE(ctx->Multisample.SampleCoverageInvert,
549 enable->SampleCoverageInvert,
550 GL_SAMPLE_COVERAGE_INVERT_ARB);
551 /* GL_ARB_vertex_program, GL_NV_vertex_program */
552 TEST_AND_UPDATE(ctx->VertexProgram.Enabled,
553 enable->VertexProgram,
554 GL_VERTEX_PROGRAM_ARB);
555 TEST_AND_UPDATE(ctx->VertexProgram.PointSizeEnabled,
556 enable->VertexProgramPointSize,
557 GL_VERTEX_PROGRAM_POINT_SIZE_ARB);
558 TEST_AND_UPDATE(ctx->VertexProgram.TwoSideEnabled,
559 enable->VertexProgramTwoSide,
560 GL_VERTEX_PROGRAM_TWO_SIDE_ARB);
561
562 #undef TEST_AND_UPDATE
563
564 /* texture unit enables */
565 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
566 if (ctx->Texture.Unit[i].Enabled != enable->Texture[i]) {
567 ctx->Texture.Unit[i].Enabled = enable->Texture[i];
568 if (ctx->Driver.Enable) {
569 if (ctx->Driver.ActiveTexture) {
570 (*ctx->Driver.ActiveTexture)(ctx, i);
571 }
572 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_1D,
573 (GLboolean) (enable->Texture[i] & TEXTURE_1D_BIT) );
574 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_2D,
575 (GLboolean) (enable->Texture[i] & TEXTURE_2D_BIT) );
576 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_3D,
577 (GLboolean) (enable->Texture[i] & TEXTURE_3D_BIT) );
578 if (ctx->Extensions.ARB_texture_cube_map)
579 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_CUBE_MAP_ARB,
580 (GLboolean) (enable->Texture[i] & TEXTURE_CUBE_BIT) );
581 if (ctx->Extensions.NV_texture_rectangle)
582 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_RECTANGLE_NV,
583 (GLboolean) (enable->Texture[i] & TEXTURE_RECT_BIT) );
584 }
585 }
586
587 if (ctx->Texture.Unit[i].TexGenEnabled != enable->TexGen[i]) {
588 ctx->Texture.Unit[i].TexGenEnabled = enable->TexGen[i];
589 if (ctx->Driver.Enable) {
590 if (ctx->Driver.ActiveTexture) {
591 (*ctx->Driver.ActiveTexture)(ctx, i);
592 }
593 if (enable->TexGen[i] & S_BIT)
594 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_S, GL_TRUE);
595 else
596 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_S, GL_FALSE);
597 if (enable->TexGen[i] & T_BIT)
598 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_T, GL_TRUE);
599 else
600 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_T, GL_FALSE);
601 if (enable->TexGen[i] & R_BIT)
602 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_R, GL_TRUE);
603 else
604 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_R, GL_FALSE);
605 if (enable->TexGen[i] & Q_BIT)
606 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_Q, GL_TRUE);
607 else
608 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_Q, GL_FALSE);
609 }
610 }
611
612 /* GL_SGI_texture_color_table */
613 ctx->Texture.Unit[i].ColorTableEnabled = enable->TextureColorTable[i];
614 }
615
616 if (ctx->Driver.ActiveTexture) {
617 (*ctx->Driver.ActiveTexture)(ctx, ctx->Texture.CurrentUnit);
618 }
619 }
620
621
622 static void
623 pop_texture_group(GLcontext *ctx, const struct gl_texture_attrib *texAttrib)
624 {
625 GLuint u;
626
627 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
628 const struct gl_texture_unit *unit = &texAttrib->Unit[u];
629 GLuint i;
630
631 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + u);
632 _mesa_set_enable(ctx, GL_TEXTURE_1D,
633 (unit->Enabled & TEXTURE_1D_BIT) ? GL_TRUE : GL_FALSE);
634 _mesa_set_enable(ctx, GL_TEXTURE_2D,
635 (unit->Enabled & TEXTURE_2D_BIT) ? GL_TRUE : GL_FALSE);
636 _mesa_set_enable(ctx, GL_TEXTURE_3D,
637 (unit->Enabled & TEXTURE_3D_BIT) ? GL_TRUE : GL_FALSE);
638 if (ctx->Extensions.ARB_texture_cube_map) {
639 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP_ARB,
640 (unit->Enabled & TEXTURE_CUBE_BIT) ? GL_TRUE : GL_FALSE);
641 }
642 if (ctx->Extensions.NV_texture_rectangle) {
643 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_NV,
644 (unit->Enabled & TEXTURE_RECT_BIT) ? GL_TRUE : GL_FALSE);
645 }
646 if (ctx->Extensions.SGI_texture_color_table) {
647 _mesa_set_enable(ctx, GL_TEXTURE_COLOR_TABLE_SGI,
648 unit->ColorTableEnabled);
649 }
650 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->EnvMode);
651 _mesa_TexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, unit->EnvColor);
652 _mesa_TexGeni(GL_S, GL_TEXTURE_GEN_MODE, unit->GenModeS);
653 _mesa_TexGeni(GL_T, GL_TEXTURE_GEN_MODE, unit->GenModeT);
654 _mesa_TexGeni(GL_R, GL_TEXTURE_GEN_MODE, unit->GenModeR);
655 _mesa_TexGeni(GL_Q, GL_TEXTURE_GEN_MODE, unit->GenModeQ);
656 _mesa_TexGenfv(GL_S, GL_OBJECT_PLANE, unit->ObjectPlaneS);
657 _mesa_TexGenfv(GL_T, GL_OBJECT_PLANE, unit->ObjectPlaneT);
658 _mesa_TexGenfv(GL_R, GL_OBJECT_PLANE, unit->ObjectPlaneR);
659 _mesa_TexGenfv(GL_Q, GL_OBJECT_PLANE, unit->ObjectPlaneQ);
660 /* Eye plane done differently to avoid re-transformation */
661 {
662 struct gl_texture_unit *destUnit = &ctx->Texture.Unit[u];
663 COPY_4FV(destUnit->EyePlaneS, unit->EyePlaneS);
664 COPY_4FV(destUnit->EyePlaneT, unit->EyePlaneT);
665 COPY_4FV(destUnit->EyePlaneR, unit->EyePlaneR);
666 COPY_4FV(destUnit->EyePlaneQ, unit->EyePlaneQ);
667 if (ctx->Driver.TexGen) {
668 ctx->Driver.TexGen(ctx, GL_S, GL_EYE_PLANE, unit->EyePlaneS);
669 ctx->Driver.TexGen(ctx, GL_T, GL_EYE_PLANE, unit->EyePlaneT);
670 ctx->Driver.TexGen(ctx, GL_R, GL_EYE_PLANE, unit->EyePlaneR);
671 ctx->Driver.TexGen(ctx, GL_Q, GL_EYE_PLANE, unit->EyePlaneQ);
672 }
673 }
674 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S,
675 ((unit->TexGenEnabled & S_BIT) ? GL_TRUE : GL_FALSE));
676 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T,
677 ((unit->TexGenEnabled & T_BIT) ? GL_TRUE : GL_FALSE));
678 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R,
679 ((unit->TexGenEnabled & R_BIT) ? GL_TRUE : GL_FALSE));
680 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q,
681 ((unit->TexGenEnabled & Q_BIT) ? GL_TRUE : GL_FALSE));
682 if (ctx->Extensions.EXT_texture_lod_bias) {
683 _mesa_TexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
684 GL_TEXTURE_LOD_BIAS_EXT, unit->LodBias);
685 }
686 if (ctx->Extensions.EXT_texture_env_combine ||
687 ctx->Extensions.ARB_texture_env_combine) {
688 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB,
689 unit->Combine.ModeRGB);
690 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA,
691 unit->Combine.ModeA);
692 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB,
693 unit->Combine.SourceRGB[0]);
694 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB,
695 unit->Combine.SourceRGB[1]);
696 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB,
697 unit->Combine.SourceRGB[2]);
698 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA,
699 unit->Combine.SourceA[0]);
700 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA,
701 unit->Combine.SourceA[1]);
702 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA,
703 unit->Combine.SourceA[2]);
704 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB,
705 unit->Combine.OperandRGB[0]);
706 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB,
707 unit->Combine.OperandRGB[1]);
708 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB,
709 unit->Combine.OperandRGB[2]);
710 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA,
711 unit->Combine.OperandA[0]);
712 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA,
713 unit->Combine.OperandA[1]);
714 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA,
715 unit->Combine.OperandA[2]);
716 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE,
717 1 << unit->Combine.ScaleShiftRGB);
718 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE,
719 1 << unit->Combine.ScaleShiftA);
720 }
721
722 /* Restore texture object state */
723 for (i = 0; i < NUM_TEXTURE_TARGETS; i++) {
724 GLenum target = 0;
725 const struct gl_texture_object *obj = NULL;
726 GLfloat bordColor[4];
727
728 switch (i) {
729 case 0:
730 target = GL_TEXTURE_1D;
731 obj = &unit->Saved1D;
732 break;
733 case 1:
734 target = GL_TEXTURE_2D;
735 obj = &unit->Saved2D;
736 break;
737 case 2:
738 target = GL_TEXTURE_3D;
739 obj = &unit->Saved3D;
740 break;
741 case 3:
742 if (!ctx->Extensions.ARB_texture_cube_map)
743 continue;
744 target = GL_TEXTURE_CUBE_MAP_ARB;
745 obj = &unit->SavedCubeMap;
746 break;
747 case 4:
748 if (!ctx->Extensions.NV_texture_rectangle)
749 continue;
750 target = GL_TEXTURE_RECTANGLE_NV;
751 obj = &unit->SavedRect;
752 break;
753 case 5:
754 if (!ctx->Extensions.MESA_texture_array)
755 continue;
756 target = GL_TEXTURE_1D_ARRAY_EXT;
757 obj = &unit->Saved1DArray;
758 break;
759 case 6:
760 if (!ctx->Extensions.MESA_texture_array)
761 continue;
762 target = GL_TEXTURE_2D_ARRAY_EXT;
763 obj = &unit->Saved2DArray;
764 break;
765 default:
766 ; /* silence warnings */
767 }
768
769 _mesa_BindTexture(target, obj->Name);
770
771 bordColor[0] = CHAN_TO_FLOAT(obj->BorderColor[0]);
772 bordColor[1] = CHAN_TO_FLOAT(obj->BorderColor[1]);
773 bordColor[2] = CHAN_TO_FLOAT(obj->BorderColor[2]);
774 bordColor[3] = CHAN_TO_FLOAT(obj->BorderColor[3]);
775
776 _mesa_TexParameterf(target, GL_TEXTURE_PRIORITY, obj->Priority);
777 _mesa_TexParameterfv(target, GL_TEXTURE_BORDER_COLOR, bordColor);
778 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, obj->WrapS);
779 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, obj->WrapT);
780 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, obj->WrapR);
781 _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, obj->MinFilter);
782 _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, obj->MagFilter);
783 _mesa_TexParameterf(target, GL_TEXTURE_MIN_LOD, obj->MinLod);
784 _mesa_TexParameterf(target, GL_TEXTURE_MAX_LOD, obj->MaxLod);
785 _mesa_TexParameterf(target, GL_TEXTURE_LOD_BIAS, obj->LodBias);
786 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, obj->BaseLevel);
787 if (target != GL_TEXTURE_RECTANGLE_ARB)
788 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, obj->MaxLevel);
789 if (ctx->Extensions.EXT_texture_filter_anisotropic) {
790 _mesa_TexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT,
791 obj->MaxAnisotropy);
792 }
793 if (ctx->Extensions.SGIX_shadow) {
794 _mesa_TexParameteri(target, GL_TEXTURE_COMPARE_SGIX,
795 obj->CompareFlag);
796 _mesa_TexParameteri(target, GL_TEXTURE_COMPARE_OPERATOR_SGIX,
797 obj->CompareOperator);
798 }
799 if (ctx->Extensions.SGIX_shadow_ambient) {
800 _mesa_TexParameterf(target, GL_SHADOW_AMBIENT_SGIX,
801 obj->ShadowAmbient);
802 }
803
804 }
805 }
806 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB
807 + texAttrib->CurrentUnit);
808
809 /* "un-bump" the texture object reference counts. We did that so they
810 * wouldn't inadvertantly get deleted while they were still referenced
811 * inside the attribute state stack.
812 */
813 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
814 ctx->Texture.Unit[u].Current1D->RefCount--;
815 ctx->Texture.Unit[u].Current2D->RefCount--;
816 ctx->Texture.Unit[u].Current3D->RefCount--;
817 ctx->Texture.Unit[u].CurrentCubeMap->RefCount--;
818 ctx->Texture.Unit[u].CurrentRect->RefCount--;
819 ctx->Texture.Unit[u].Current1DArray->RefCount--;
820 ctx->Texture.Unit[u].Current2DArray->RefCount--;
821 }
822 }
823
824
825 /*
826 * This function is kind of long just because we have to call a lot
827 * of device driver functions to update device driver state.
828 *
829 * XXX As it is now, most of the pop-code calls immediate-mode Mesa functions
830 * in order to restore GL state. This isn't terribly efficient but it
831 * ensures that dirty flags and any derived state gets updated correctly.
832 * We could at least check if the value to restore equals the current value
833 * and then skip the Mesa call.
834 */
835 void GLAPIENTRY
836 _mesa_PopAttrib(void)
837 {
838 struct gl_attrib_node *attr, *next;
839 GET_CURRENT_CONTEXT(ctx);
840 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
841
842 if (ctx->AttribStackDepth == 0) {
843 _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopAttrib" );
844 return;
845 }
846
847 ctx->AttribStackDepth--;
848 attr = ctx->AttribStack[ctx->AttribStackDepth];
849
850 while (attr) {
851
852 if (MESA_VERBOSE & VERBOSE_API) {
853 _mesa_debug(ctx, "glPopAttrib %s\n",
854 _mesa_lookup_enum_by_nr(attr->kind));
855 }
856
857 switch (attr->kind) {
858 case GL_ACCUM_BUFFER_BIT:
859 {
860 const struct gl_accum_attrib *accum;
861 accum = (const struct gl_accum_attrib *) attr->data;
862 _mesa_ClearAccum(accum->ClearColor[0],
863 accum->ClearColor[1],
864 accum->ClearColor[2],
865 accum->ClearColor[3]);
866 }
867 break;
868 case GL_COLOR_BUFFER_BIT:
869 {
870 const struct gl_colorbuffer_attrib *color;
871 color = (const struct gl_colorbuffer_attrib *) attr->data;
872 _mesa_ClearIndex((GLfloat) color->ClearIndex);
873 _mesa_ClearColor(color->ClearColor[0],
874 color->ClearColor[1],
875 color->ClearColor[2],
876 color->ClearColor[3]);
877 _mesa_IndexMask(color->IndexMask);
878 _mesa_ColorMask((GLboolean) (color->ColorMask[0] != 0),
879 (GLboolean) (color->ColorMask[1] != 0),
880 (GLboolean) (color->ColorMask[2] != 0),
881 (GLboolean) (color->ColorMask[3] != 0));
882 {
883 /* Need to determine if more than one color output is
884 * specified. If so, call glDrawBuffersARB, else call
885 * glDrawBuffer(). This is a subtle, but essential point
886 * since GL_FRONT (for example) is illegal for the former
887 * function, but legal for the later.
888 */
889 GLboolean multipleBuffers = GL_FALSE;
890 if (ctx->Extensions.ARB_draw_buffers) {
891 GLuint i;
892 for (i = 1; i < ctx->Const.MaxDrawBuffers; i++) {
893 if (color->DrawBuffer[i] != GL_NONE) {
894 multipleBuffers = GL_TRUE;
895 break;
896 }
897 }
898 }
899 /* Call the API_level functions, not _mesa_drawbuffers()
900 * since we need to do error checking on the pop'd
901 * GL_DRAW_BUFFER.
902 * Ex: if GL_FRONT were pushed, but we're popping with a
903 * user FBO bound, GL_FRONT will be illegal and we'll need
904 * to record that error. Per OpenGL ARB decision.
905 */
906 if (multipleBuffers)
907 _mesa_DrawBuffersARB(ctx->Const.MaxDrawBuffers,
908 color->DrawBuffer);
909 else
910 _mesa_DrawBuffer(color->DrawBuffer[0]);
911 }
912 _mesa_set_enable(ctx, GL_ALPHA_TEST, color->AlphaEnabled);
913 _mesa_AlphaFunc(color->AlphaFunc, color->AlphaRef);
914 _mesa_set_enable(ctx, GL_BLEND, color->BlendEnabled);
915 _mesa_BlendFuncSeparateEXT(color->BlendSrcRGB,
916 color->BlendDstRGB,
917 color->BlendSrcA,
918 color->BlendDstA);
919 /* This special case is because glBlendEquationSeparateEXT
920 * cannot take GL_LOGIC_OP as a parameter.
921 */
922 if ( color->BlendEquationRGB == color->BlendEquationA ) {
923 _mesa_BlendEquation(color->BlendEquationRGB);
924 }
925 else {
926 _mesa_BlendEquationSeparateEXT(color->BlendEquationRGB,
927 color->BlendEquationA);
928 }
929 _mesa_BlendColor(color->BlendColor[0],
930 color->BlendColor[1],
931 color->BlendColor[2],
932 color->BlendColor[3]);
933 _mesa_LogicOp(color->LogicOp);
934 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP,
935 color->ColorLogicOpEnabled);
936 _mesa_set_enable(ctx, GL_INDEX_LOGIC_OP,
937 color->IndexLogicOpEnabled);
938 _mesa_set_enable(ctx, GL_DITHER, color->DitherFlag);
939 }
940 break;
941 case GL_CURRENT_BIT:
942 FLUSH_CURRENT( ctx, 0 );
943 MEMCPY( &ctx->Current, attr->data,
944 sizeof(struct gl_current_attrib) );
945 break;
946 case GL_DEPTH_BUFFER_BIT:
947 {
948 const struct gl_depthbuffer_attrib *depth;
949 depth = (const struct gl_depthbuffer_attrib *) attr->data;
950 _mesa_DepthFunc(depth->Func);
951 _mesa_ClearDepth(depth->Clear);
952 _mesa_set_enable(ctx, GL_DEPTH_TEST, depth->Test);
953 _mesa_DepthMask(depth->Mask);
954 }
955 break;
956 case GL_ENABLE_BIT:
957 {
958 const struct gl_enable_attrib *enable;
959 enable = (const struct gl_enable_attrib *) attr->data;
960 pop_enable_group(ctx, enable);
961 ctx->NewState |= _NEW_ALL;
962 }
963 break;
964 case GL_EVAL_BIT:
965 MEMCPY( &ctx->Eval, attr->data, sizeof(struct gl_eval_attrib) );
966 ctx->NewState |= _NEW_EVAL;
967 break;
968 case GL_FOG_BIT:
969 {
970 const struct gl_fog_attrib *fog;
971 fog = (const struct gl_fog_attrib *) attr->data;
972 _mesa_set_enable(ctx, GL_FOG, fog->Enabled);
973 _mesa_Fogfv(GL_FOG_COLOR, fog->Color);
974 _mesa_Fogf(GL_FOG_DENSITY, fog->Density);
975 _mesa_Fogf(GL_FOG_START, fog->Start);
976 _mesa_Fogf(GL_FOG_END, fog->End);
977 _mesa_Fogf(GL_FOG_INDEX, fog->Index);
978 _mesa_Fogi(GL_FOG_MODE, fog->Mode);
979 }
980 break;
981 case GL_HINT_BIT:
982 {
983 const struct gl_hint_attrib *hint;
984 hint = (const struct gl_hint_attrib *) attr->data;
985 _mesa_Hint(GL_PERSPECTIVE_CORRECTION_HINT,
986 hint->PerspectiveCorrection );
987 _mesa_Hint(GL_POINT_SMOOTH_HINT, hint->PointSmooth);
988 _mesa_Hint(GL_LINE_SMOOTH_HINT, hint->LineSmooth);
989 _mesa_Hint(GL_POLYGON_SMOOTH_HINT, hint->PolygonSmooth);
990 _mesa_Hint(GL_FOG_HINT, hint->Fog);
991 _mesa_Hint(GL_CLIP_VOLUME_CLIPPING_HINT_EXT,
992 hint->ClipVolumeClipping);
993 if (ctx->Extensions.ARB_texture_compression)
994 _mesa_Hint(GL_TEXTURE_COMPRESSION_HINT_ARB,
995 hint->TextureCompression);
996 }
997 break;
998 case GL_LIGHTING_BIT:
999 {
1000 GLuint i;
1001 const struct gl_light_attrib *light;
1002 light = (const struct gl_light_attrib *) attr->data;
1003 /* lighting enable */
1004 _mesa_set_enable(ctx, GL_LIGHTING, light->Enabled);
1005 /* per-light state */
1006 if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top))
1007 _math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
1008
1009 for (i = 0; i < ctx->Const.MaxLights; i++) {
1010 const struct gl_light *l = &light->Light[i];
1011 _mesa_set_enable(ctx, GL_LIGHT0 + i, l->Enabled);
1012 _mesa_light(ctx, i, GL_AMBIENT, l->Ambient);
1013 _mesa_light(ctx, i, GL_DIFFUSE, l->Diffuse);
1014 _mesa_light(ctx, i, GL_SPECULAR, l->Specular );
1015 _mesa_light(ctx, i, GL_POSITION, l->EyePosition);
1016 _mesa_light(ctx, i, GL_SPOT_DIRECTION, l->EyeDirection);
1017 _mesa_light(ctx, i, GL_SPOT_EXPONENT, &l->SpotExponent);
1018 _mesa_light(ctx, i, GL_SPOT_CUTOFF, &l->SpotCutoff);
1019 _mesa_light(ctx, i, GL_CONSTANT_ATTENUATION,
1020 &l->ConstantAttenuation);
1021 _mesa_light(ctx, i, GL_LINEAR_ATTENUATION,
1022 &l->LinearAttenuation);
1023 _mesa_light(ctx, i, GL_QUADRATIC_ATTENUATION,
1024 &l->QuadraticAttenuation);
1025 }
1026 /* light model */
1027 _mesa_LightModelfv(GL_LIGHT_MODEL_AMBIENT,
1028 light->Model.Ambient);
1029 _mesa_LightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER,
1030 (GLfloat) light->Model.LocalViewer);
1031 _mesa_LightModelf(GL_LIGHT_MODEL_TWO_SIDE,
1032 (GLfloat) light->Model.TwoSide);
1033 _mesa_LightModelf(GL_LIGHT_MODEL_COLOR_CONTROL,
1034 (GLfloat) light->Model.ColorControl);
1035 /* shade model */
1036 _mesa_ShadeModel(light->ShadeModel);
1037 /* color material */
1038 _mesa_ColorMaterial(light->ColorMaterialFace,
1039 light->ColorMaterialMode);
1040 _mesa_set_enable(ctx, GL_COLOR_MATERIAL,
1041 light->ColorMaterialEnabled);
1042 /* materials */
1043 MEMCPY(&ctx->Light.Material, &light->Material,
1044 sizeof(struct gl_material));
1045 }
1046 break;
1047 case GL_LINE_BIT:
1048 {
1049 const struct gl_line_attrib *line;
1050 line = (const struct gl_line_attrib *) attr->data;
1051 _mesa_set_enable(ctx, GL_LINE_SMOOTH, line->SmoothFlag);
1052 _mesa_set_enable(ctx, GL_LINE_STIPPLE, line->StippleFlag);
1053 _mesa_LineStipple(line->StippleFactor, line->StipplePattern);
1054 _mesa_LineWidth(line->Width);
1055 }
1056 break;
1057 case GL_LIST_BIT:
1058 MEMCPY( &ctx->List, attr->data, sizeof(struct gl_list_attrib) );
1059 break;
1060 case GL_PIXEL_MODE_BIT:
1061 MEMCPY( &ctx->Pixel, attr->data, sizeof(struct gl_pixel_attrib) );
1062 /* XXX what other pixel state needs to be set by function calls? */
1063 _mesa_ReadBuffer(ctx->Pixel.ReadBuffer);
1064 ctx->NewState |= _NEW_PIXEL;
1065 break;
1066 case GL_POINT_BIT:
1067 {
1068 const struct gl_point_attrib *point;
1069 point = (const struct gl_point_attrib *) attr->data;
1070 _mesa_PointSize(point->Size);
1071 _mesa_set_enable(ctx, GL_POINT_SMOOTH, point->SmoothFlag);
1072 if (ctx->Extensions.EXT_point_parameters) {
1073 _mesa_PointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT,
1074 point->Params);
1075 _mesa_PointParameterfEXT(GL_POINT_SIZE_MIN_EXT,
1076 point->MinSize);
1077 _mesa_PointParameterfEXT(GL_POINT_SIZE_MAX_EXT,
1078 point->MaxSize);
1079 _mesa_PointParameterfEXT(GL_POINT_FADE_THRESHOLD_SIZE_EXT,
1080 point->Threshold);
1081 }
1082 if (ctx->Extensions.NV_point_sprite
1083 || ctx->Extensions.ARB_point_sprite) {
1084 GLuint u;
1085 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1086 _mesa_TexEnvi(GL_POINT_SPRITE_NV, GL_COORD_REPLACE_NV,
1087 (GLint) point->CoordReplace[u]);
1088 }
1089 _mesa_set_enable(ctx, GL_POINT_SPRITE_NV,point->PointSprite);
1090 _mesa_PointParameteriNV(GL_POINT_SPRITE_R_MODE_NV,
1091 ctx->Point.SpriteRMode);
1092 _mesa_PointParameterfEXT(GL_POINT_SPRITE_COORD_ORIGIN,
1093 (GLfloat)ctx->Point.SpriteOrigin);
1094 }
1095 }
1096 break;
1097 case GL_POLYGON_BIT:
1098 {
1099 const struct gl_polygon_attrib *polygon;
1100 polygon = (const struct gl_polygon_attrib *) attr->data;
1101 _mesa_CullFace(polygon->CullFaceMode);
1102 _mesa_FrontFace(polygon->FrontFace);
1103 _mesa_PolygonMode(GL_FRONT, polygon->FrontMode);
1104 _mesa_PolygonMode(GL_BACK, polygon->BackMode);
1105 _mesa_PolygonOffset(polygon->OffsetFactor,
1106 polygon->OffsetUnits);
1107 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, polygon->SmoothFlag);
1108 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, polygon->StippleFlag);
1109 _mesa_set_enable(ctx, GL_CULL_FACE, polygon->CullFlag);
1110 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_POINT,
1111 polygon->OffsetPoint);
1112 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_LINE,
1113 polygon->OffsetLine);
1114 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL,
1115 polygon->OffsetFill);
1116 }
1117 break;
1118 case GL_POLYGON_STIPPLE_BIT:
1119 MEMCPY( ctx->PolygonStipple, attr->data, 32*sizeof(GLuint) );
1120 ctx->NewState |= _NEW_POLYGONSTIPPLE;
1121 if (ctx->Driver.PolygonStipple)
1122 ctx->Driver.PolygonStipple( ctx, (const GLubyte *) attr->data );
1123 break;
1124 case GL_SCISSOR_BIT:
1125 {
1126 const struct gl_scissor_attrib *scissor;
1127 scissor = (const struct gl_scissor_attrib *) attr->data;
1128 _mesa_Scissor(scissor->X, scissor->Y,
1129 scissor->Width, scissor->Height);
1130 _mesa_set_enable(ctx, GL_SCISSOR_TEST, scissor->Enabled);
1131 }
1132 break;
1133 case GL_STENCIL_BUFFER_BIT:
1134 {
1135 const struct gl_stencil_attrib *stencil;
1136 stencil = (const struct gl_stencil_attrib *) attr->data;
1137 _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
1138 _mesa_ClearStencil(stencil->Clear);
1139 if (ctx->Extensions.EXT_stencil_two_side) {
1140 _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT,
1141 stencil->TestTwoSide);
1142 _mesa_ActiveStencilFaceEXT(stencil->ActiveFace
1143 ? GL_BACK : GL_FRONT);
1144 }
1145 /* front state */
1146 _mesa_StencilFuncSeparate(GL_FRONT,
1147 stencil->Function[0],
1148 stencil->Ref[0],
1149 stencil->ValueMask[0]);
1150 _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]);
1151 _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0],
1152 stencil->ZFailFunc[0],
1153 stencil->ZPassFunc[0]);
1154 /* back state */
1155 _mesa_StencilFuncSeparate(GL_BACK,
1156 stencil->Function[1],
1157 stencil->Ref[1],
1158 stencil->ValueMask[1]);
1159 _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]);
1160 _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1],
1161 stencil->ZFailFunc[1],
1162 stencil->ZPassFunc[1]);
1163 }
1164 break;
1165 case GL_TRANSFORM_BIT:
1166 {
1167 GLuint i;
1168 const struct gl_transform_attrib *xform;
1169 xform = (const struct gl_transform_attrib *) attr->data;
1170 _mesa_MatrixMode(xform->MatrixMode);
1171 if (_math_matrix_is_dirty(ctx->ProjectionMatrixStack.Top))
1172 _math_matrix_analyse( ctx->ProjectionMatrixStack.Top );
1173
1174 /* restore clip planes */
1175 for (i = 0; i < MAX_CLIP_PLANES; i++) {
1176 const GLuint mask = 1 << 1;
1177 const GLfloat *eyePlane = xform->EyeUserPlane[i];
1178 COPY_4V(ctx->Transform.EyeUserPlane[i], eyePlane);
1179 if (xform->ClipPlanesEnabled & mask) {
1180 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE);
1181 }
1182 else {
1183 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE);
1184 }
1185 if (ctx->Driver.ClipPlane)
1186 ctx->Driver.ClipPlane( ctx, GL_CLIP_PLANE0 + i, eyePlane );
1187 }
1188
1189 /* normalize/rescale */
1190 if (xform->Normalize != ctx->Transform.Normalize)
1191 _mesa_set_enable(ctx, GL_NORMALIZE,ctx->Transform.Normalize);
1192 if (xform->RescaleNormals != ctx->Transform.RescaleNormals)
1193 _mesa_set_enable(ctx, GL_RESCALE_NORMAL_EXT,
1194 ctx->Transform.RescaleNormals);
1195 }
1196 break;
1197 case GL_TEXTURE_BIT:
1198 /* Take care of texture object reference counters */
1199 {
1200 const struct gl_texture_attrib *texture;
1201 texture = (const struct gl_texture_attrib *) attr->data;
1202 pop_texture_group(ctx, texture);
1203 ctx->NewState |= _NEW_TEXTURE;
1204 }
1205 break;
1206 case GL_VIEWPORT_BIT:
1207 {
1208 const struct gl_viewport_attrib *vp;
1209 vp = (const struct gl_viewport_attrib *) attr->data;
1210 _mesa_Viewport(vp->X, vp->Y, vp->Width, vp->Height);
1211 _mesa_DepthRange(vp->Near, vp->Far);
1212 }
1213 break;
1214 case GL_MULTISAMPLE_BIT_ARB:
1215 {
1216 const struct gl_multisample_attrib *ms;
1217 ms = (const struct gl_multisample_attrib *) attr->data;
1218 _mesa_SampleCoverageARB(ms->SampleCoverageValue,
1219 ms->SampleCoverageInvert);
1220 }
1221 break;
1222
1223 default:
1224 _mesa_problem( ctx, "Bad attrib flag in PopAttrib");
1225 break;
1226 }
1227
1228 next = attr->next;
1229 FREE( attr->data );
1230 FREE( attr );
1231 attr = next;
1232 }
1233 }
1234
1235
1236 /**
1237 * Helper for incrementing/decrementing vertex buffer object reference
1238 * counts when pushing/popping the GL_CLIENT_VERTEX_ARRAY_BIT attribute group.
1239 */
1240 static void
1241 adjust_buffer_object_ref_counts(struct gl_array_attrib *array, GLint step)
1242 {
1243 GLuint i;
1244 array->ArrayObj->Vertex.BufferObj->RefCount += step;
1245 array->ArrayObj->Normal.BufferObj->RefCount += step;
1246 array->ArrayObj->Color.BufferObj->RefCount += step;
1247 array->ArrayObj->SecondaryColor.BufferObj->RefCount += step;
1248 array->ArrayObj->FogCoord.BufferObj->RefCount += step;
1249 array->ArrayObj->Index.BufferObj->RefCount += step;
1250 array->ArrayObj->EdgeFlag.BufferObj->RefCount += step;
1251 for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++)
1252 array->ArrayObj->TexCoord[i].BufferObj->RefCount += step;
1253 for (i = 0; i < VERT_ATTRIB_MAX; i++)
1254 array->ArrayObj->VertexAttrib[i].BufferObj->RefCount += step;
1255
1256 array->ArrayBufferObj->RefCount += step;
1257 array->ElementArrayBufferObj->RefCount += step;
1258 }
1259
1260
1261 #define GL_CLIENT_PACK_BIT (1<<20)
1262 #define GL_CLIENT_UNPACK_BIT (1<<21)
1263
1264
1265 void GLAPIENTRY
1266 _mesa_PushClientAttrib(GLbitfield mask)
1267 {
1268 struct gl_attrib_node *newnode;
1269 struct gl_attrib_node *head;
1270
1271 GET_CURRENT_CONTEXT(ctx);
1272 ASSERT_OUTSIDE_BEGIN_END(ctx);
1273
1274 if (ctx->ClientAttribStackDepth >= MAX_CLIENT_ATTRIB_STACK_DEPTH) {
1275 _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushClientAttrib" );
1276 return;
1277 }
1278
1279 /* Build linked list of attribute nodes which save all attribute */
1280 /* groups specified by the mask. */
1281 head = NULL;
1282
1283 if (mask & GL_CLIENT_PIXEL_STORE_BIT) {
1284 struct gl_pixelstore_attrib *attr;
1285 #if FEATURE_EXT_pixel_buffer_object
1286 ctx->Pack.BufferObj->RefCount++;
1287 ctx->Unpack.BufferObj->RefCount++;
1288 #endif
1289 /* packing attribs */
1290 attr = MALLOC_STRUCT( gl_pixelstore_attrib );
1291 MEMCPY( attr, &ctx->Pack, sizeof(struct gl_pixelstore_attrib) );
1292 newnode = new_attrib_node( GL_CLIENT_PACK_BIT );
1293 newnode->data = attr;
1294 newnode->next = head;
1295 head = newnode;
1296 /* unpacking attribs */
1297 attr = MALLOC_STRUCT( gl_pixelstore_attrib );
1298 MEMCPY( attr, &ctx->Unpack, sizeof(struct gl_pixelstore_attrib) );
1299 newnode = new_attrib_node( GL_CLIENT_UNPACK_BIT );
1300 newnode->data = attr;
1301 newnode->next = head;
1302 head = newnode;
1303 }
1304 if (mask & GL_CLIENT_VERTEX_ARRAY_BIT) {
1305 struct gl_array_attrib *attr;
1306 struct gl_array_object *obj;
1307
1308 attr = MALLOC_STRUCT( gl_array_attrib );
1309 obj = MALLOC_STRUCT( gl_array_object );
1310
1311 #if FEATURE_ARB_vertex_buffer_object
1312 /* increment ref counts since we're copying pointers to these objects */
1313 ctx->Array.ArrayBufferObj->RefCount++;
1314 ctx->Array.ElementArrayBufferObj->RefCount++;
1315 #endif
1316
1317 MEMCPY( attr, &ctx->Array, sizeof(struct gl_array_attrib) );
1318 MEMCPY( obj, ctx->Array.ArrayObj, sizeof(struct gl_array_object) );
1319
1320 attr->ArrayObj = obj;
1321
1322 newnode = new_attrib_node( GL_CLIENT_VERTEX_ARRAY_BIT );
1323 newnode->data = attr;
1324 newnode->next = head;
1325 head = newnode;
1326 /* bump reference counts on buffer objects */
1327 adjust_buffer_object_ref_counts(&ctx->Array, 1);
1328 }
1329
1330 ctx->ClientAttribStack[ctx->ClientAttribStackDepth] = head;
1331 ctx->ClientAttribStackDepth++;
1332 }
1333
1334
1335
1336
1337 void GLAPIENTRY
1338 _mesa_PopClientAttrib(void)
1339 {
1340 struct gl_attrib_node *attr, *next;
1341
1342 GET_CURRENT_CONTEXT(ctx);
1343 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1344
1345 if (ctx->ClientAttribStackDepth == 0) {
1346 _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopClientAttrib" );
1347 return;
1348 }
1349
1350 ctx->ClientAttribStackDepth--;
1351 attr = ctx->ClientAttribStack[ctx->ClientAttribStackDepth];
1352
1353 while (attr) {
1354 switch (attr->kind) {
1355 case GL_CLIENT_PACK_BIT:
1356 #if FEATURE_EXT_pixel_buffer_object
1357 ctx->Pack.BufferObj->RefCount--;
1358 if (ctx->Pack.BufferObj->RefCount <= 0) {
1359 _mesa_remove_buffer_object( ctx, ctx->Pack.BufferObj );
1360 (*ctx->Driver.DeleteBuffer)( ctx, ctx->Pack.BufferObj );
1361 }
1362 #endif
1363 MEMCPY( &ctx->Pack, attr->data,
1364 sizeof(struct gl_pixelstore_attrib) );
1365 ctx->NewState |= _NEW_PACKUNPACK;
1366 break;
1367 case GL_CLIENT_UNPACK_BIT:
1368 #if FEATURE_EXT_pixel_buffer_object
1369 ctx->Unpack.BufferObj->RefCount--;
1370 if (ctx->Unpack.BufferObj->RefCount <= 0) {
1371 _mesa_remove_buffer_object( ctx, ctx->Unpack.BufferObj );
1372 (*ctx->Driver.DeleteBuffer)( ctx, ctx->Unpack.BufferObj );
1373 }
1374 #endif
1375 MEMCPY( &ctx->Unpack, attr->data,
1376 sizeof(struct gl_pixelstore_attrib) );
1377 ctx->NewState |= _NEW_PACKUNPACK;
1378 break;
1379 case GL_CLIENT_VERTEX_ARRAY_BIT: {
1380 struct gl_array_attrib * data =
1381 (struct gl_array_attrib *) attr->data;
1382
1383 adjust_buffer_object_ref_counts(&ctx->Array, -1);
1384
1385 ctx->Array.ActiveTexture = data->ActiveTexture;
1386 ctx->Array.LockFirst = data->LockFirst;
1387 ctx->Array.LockCount = data->LockCount;
1388
1389 _mesa_BindVertexArrayAPPLE( data->ArrayObj->Name );
1390
1391 #if FEATURE_ARB_vertex_buffer_object
1392 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB,
1393 data->ArrayBufferObj->Name);
1394 _mesa_BindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB,
1395 data->ElementArrayBufferObj->Name);
1396 #endif
1397
1398 MEMCPY( ctx->Array.ArrayObj, data->ArrayObj,
1399 sizeof( struct gl_array_object ) );
1400
1401 FREE( data->ArrayObj );
1402
1403 /* FIXME: Should some bits in ctx->Array->NewState also be set
1404 * FIXME: here? It seems like it should be set to inclusive-or
1405 * FIXME: of the old ArrayObj->_Enabled and the new _Enabled.
1406 */
1407
1408 ctx->NewState |= _NEW_ARRAY;
1409 break;
1410 }
1411 default:
1412 _mesa_problem( ctx, "Bad attrib flag in PopClientAttrib");
1413 break;
1414 }
1415
1416 next = attr->next;
1417 FREE( attr->data );
1418 FREE( attr );
1419 attr = next;
1420 }
1421 }
1422
1423
1424 void _mesa_init_attrib( GLcontext *ctx )
1425 {
1426 /* Renderer and client attribute stacks */
1427 ctx->AttribStackDepth = 0;
1428 ctx->ClientAttribStackDepth = 0;
1429 }